Okay, I’ve been working on this raptor for a couple of days now and everything has gone fine until now. When I render it, I end up getting these weird artifacts on shadows. And when I render it with Defocus on the defocus ends up being worse. What am I doing wrong?
Any help is great, and feel free to make a comment on the mesh also.
The weights on the mouth are set to 0.25
and the weights on the skin are set to 1
I tried fooling around with the multiply option and some additional bones but that stops the head bone from doing anything to the mesh.
I left a lot blank because My plan is to put particle hair feathers over those areas, also, the sculpted parts are where there will be either poly feathers or just… nakedness…
its the body, it doesn’t have any definition like ribs and muscles and that, what Im planning on doing is making a muscle rig and having the mesh shrink wrap (with soft body set) on the bones and the muscles but only for everything above the forearms, below the neck, and above the ankles. it takes all the fun out of modeling but it ends up animating really well.
And besides, sculpting was fun.
Ah, yes. Like the latest blenrig, right? Muscle simulation does look good when animated. Can you please post a Making Of on that after you’ve finished it? I really wanna learn that, too. I’ve done tests using the shrinkwrap modifier to simulate the sliding of skin but I couldn’t nail it right. It would be great if you post your progress here, at least.
Yeah, it will be similar to blenrig but when it comes to the muscles I’m going to set it up differently. I’ll make a tutorial once I have it down to a science.
I recently downloaded a plugin for zbrush4 called UV master, I’m thinking of just UV-ing the raptor in zbrush and exporting the file as an OBJ I found an error in the UV I exported to zbrush which really sucks. so basically a simple redo of the raptor file itself.